Mage Sniper

Aenthurien's page

658 posts. Alias of Hawkwen Agricola.


Full Name

Aenthurien

Race

Elf (Snowcaster)

Classes/Levels

Investigator 13 / Mythic 6

Gender

AC29/T18/F21/CMD30||HP121[121]F:+8 R:+21 W:+12|Init.+14|Percept.+18(+24 traps)

About Aenthurien

Aenthurien
Male elf (Snowcaster) investigator 13/Trickster 6
CG Medium humanoid (elf)
Init +14; Senses low-light vision; Perception +18
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Defense
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AC 29, touch 18, flat-footed 21 (+9 armor, +8 Dex, +2 natural)
hp 121 (13d8+65)
Fort +8 (+4 trait bonus vs. nonlethal damage from cold environments), Ref +21, Will +12; +2 vs. enchantments, +1 trait bonus vs. illusion effects., +1 vs. cold spells
Defensive Abilities hard to kill, mythic saving throws, trap sense +4; Immune sleep, poison
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Offense
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Speed 30 ft.
Melee +1 agile elven curve blade +14/+9 (1d10+9/18-20) or
. . dagger +17/+12 (1d4+3/19-20) or
. . mwk cold iron elven curve blade +14/+9 (1d10+4/18-20)
Ranged +1 composite longbow +20/+15 (1d8+2/×3) or
. . +3 adaptive composite longbow +22/+17 (1d8+7/×3)
Special Attacks mythic power (15/day, surge +1d8), studied combat (+6, 6 rounds), studied strike +5d6
Spell-Like Abilities (CL 13th; concentration +14)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Investigator Extracts Prepared (CL 13th; concentration +19)
. . 4th—freedom of movement, stoneskin
. . 3rd—beast shape I, displacement, communal resist energy[UC]
. . 2nd—barkskin, barkskin, bull's strength, cat's grace, invisibility
. . 1st—enlarge person (DC 17), shield, shield, shield, shield, true strike
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Statistics
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Str 16, Dex 26, Con 12, Int 22, Wis 11, Cha 12
Base Atk +9; CMB +12; CMD 30
Feats Breadth Of Experience[APG], Deadly Aim[M], Extra Investigator Talent[ACG], Point-Blank Shot, Precise Shot, Rapid Shot[M], Toughness[M], Vital Strike, Weapon Finesse
Traits chance encounter, hardly a fool, indomitable faith, snowblooded
Skills Acrobatics +22, Appraise +22, Bluff +5, Climb +7, Craft (alchemy) +18 (+31 to create alchemical items), Diplomacy +8, Disable Device +23, Disguise +6, Escape Artist +11, Heal +5, Intimidate +5, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +16, Knowledge (nature) +13, Knowledge (nobility) +12, Knowledge (planes) +18, Knowledge (religion) +18, Linguistics +18, Perception +18, Sense Motive +7, Sleight of Hand +12, Spellcraft +16, Stealth +21, Survival +7, Swim +2, Use Magic Device +17; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Erutaki, Goblin, Hallit, Infernal, Necril, Shoanti, Skald, Sylvan, Thassilonian
SQ alchemy (alchemy crafting +13), amazing initiative, force of will, hero points, inspiration (1d8, 12/day), investigator talents (amazing inspiration[ACG], effortless aid[ACG], expanded inspiration[ACG], infusion, inspirational expertise[ACG], mutagen[UM], tenacious inspiration[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 130 minutes), poison lore, recuperation, swift alchemy, trapfinding +6
Combat Gear boro bead (1st level)[UE], boro bead (2nd level)[UE], boro bead (2nd level)[UE], cold iron arrows (50), acid, alchemist's fire; Other Gear celestial armor, +1 agile elven curve blade, +1 composite longbow, +3 adaptive composite longbow (+2 Str), dagger, mwk cold iron elven curve blade, amulet of natural armor +2, belt of incredible dexterity +2, bracers of archery, greater, cloak of resistance +3, handy haversack, headband of vast intelligence +4, headband of vast intelligence +6, alchemy crafting kit[APG], bandolier[UE], explorer's outfit, flint and steel, ink, black, inkpen, thieves' tools, waterproof bag[UE], waterskin, 1 gp, 2 sp, 8 cp
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Special Abilities
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Alchemy +13 (Su) +13 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Boro bead (1st level, 1/day) Recharge a consumed extract of the chosen level.
Boro bead (2nd level, 1/day) Recharge a consumed extract of the chosen level.
Boro bead (2nd level, 1/day) Recharge a consumed extract of the chosen level.
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Effortless Aid (Ex) Can use aid another as a move action, or use 1 inspiration for swift action.
Elven Immunities - Sleep You are immune to magic sleep effects.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+6 bonus, bypass all DR).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hardly a Fool +1 trait bonus to save vs. illusion effects.
Immunity to Poison You are immune to poison.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Inspiration (+1d8, 12/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspirational Expertise (Ex) When ID foe's weakness, use 1 point as a swift action to grant allies in 30 ft +4 to att for 1 rd.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 22) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 130 minutes.
Mythic Power (15/day, Surge +1d8) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranged Disarm +35 (Ex) You may make a disarm maneuver with a ranged attack.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Snowblooded +4 to save vs. nonlethal damage from cold, +1 vs. cold spells.
Studied Combat (+6, 6 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +5d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Tenacious Inspiration (Ex) When rolling inspiration dice, roll 2x (take high).
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility.
Vital Strike Standard action: x2 weapon damage dice.
Wall Run (Ex) You can move across vertical surfaces as if they were floors.

Formula Book:
1st level: Bomber's Eye, Cure Light Wounds, Detect Secret Doors, Disguise Self, Enlarge Person, Expeditious Retreat, Identify, See Alignment, Shield, True Strike
2nd level: Barkskin, Blur, Bull's Strength, Cat's Grace, Invisibility, Levitate, Protection from Arrows, Resist Energy, Restoration, Lesser, See Invisibility

Stockman's Formula Book:
1st Level: Anticipate Peril, Crafter's Fortune, Disguise Self, Endure Elements, Monkey Fish, Keen Senses, Savage Maw, Shield, True Strike
2nd Level: Acute Senses, Aid, Animal Aspect, Bull's Strength, Cat's Grace
False Life, Owl's Wisdom, Restoration, Lesser, Spider Climb
3rd Level: Amplify Elixir, Beast Shape 1, Bloodhound, Displacement, Orchid's Drop, Thorn Body
4th Level: Beast Shape 2, Fire Shield, Mutagenic Touch, Restoration, Universal Formula.
Special: While in possession of this book, you can make a mutated mutagen. When you imbibe such a mutagen, you can gain an attribute from the list of either Beast shape 2 or Vermin shape 2, and your body changes in an appropriate way.

Background:
A tall, slender elf with the deepest blue, almost violet eyes. His hair and skin as white as the snowy peaks of his homeland. Aenthurien is a snowcaster elf, at the age of 124 years old, he is a child of the far northern wastes.

Hailing from the region where the Worldwound, the Realm of the Mammoth Lords, and the Far North intersect, Frostmire Seeker, as he is known to people outside his tribe, spent his early life secluded from the outside world. Living among his tribe, he spent his days roaming the Tusk Mountains and the lower surrounding regions, and his nights listening to the stories of his elders. Living an isolated, charmed life, the elf wanted for nothing.

Before his adolescence began, stories would be told of foul, mockeries of nature being sighted to the southeast, and tales a of horrendous rent in the earth in that region. Sometimes he remembers a time of storms, the likes that the tribe had never seen before, but as he aged, though became the lost memories of youth.

As he grew into adulthood, he became known for his woodland and tracking skills and would often be apart of roving parties sent out to hunt and keep an eye on the Worldwound. Over the years, he saw the influence of Abyss begin to creep into the creatures and the land when he ventured east. As he saw this influence, and the crusades of the other races, to battle the abomination of the Abyss, he would go the tribe’s elders, entreating them, that something must be done, that action was necessary. The tribe always deemed it more safe to continue with their traditional isolated life and let the other races take care of the problem, for it was the other races’ fault it happened to begin with.

As could be foreseen, eventually the cruelness of the Worldwound crept into the secure lives of the snowcaster elves. Coming back from a hunting expedition, and unbeknownst to Aenthurien, a group of demons had trailed the elf and upon his return to the village, attacked and decimated the tribe. Over half of the tribe was killed, including some of the elf’s family. After the tribe finally overcame the demons and the tribe was making preparations to move to another, more secluded sight, it was decided, that Aenthurien, who willingly volunteered for the task, would travel to the lands of the humans and the crusades. Once there, he would learn what he could of fighting demons and staunching the hemorrhaging Worldwound.

Over the course of a year, Aenthurien traveled south through the lands of the mammoths, turned east, once he was far from the Worldwound, and skirting through Numeria, came to Mendev. Along the way, he had a multitude of new experiences and revelations. Arriving in Nerosyan, he spent a few months in the city, trying to learn what he could about fighting demons and how bad the threat had truly become. It was here he met an elderly alchemist who took him in for a short time. Learning a bit of the alchemical arts and bit of fighting demons, the elf felt he needed more firsthand experience. Being told, he could learn more in Kenabres, the elf packed his few belongings, bid the man farewell and headed north.

Arriving in Kenabres, the elf saw for the first time, the true horror wrought by the Worldwound. Among the myriad people and chaos of the city, the witch hunters, the zealots, the soothsayers, and the constant stream of wounded and maimed cruaders, Aenthurien realized the true threat to the world the Worldwound was. Galvanized into action from what he saw, the snowcaster began making excursions to the battle front, using his skills to sneak in and out.

On one such occasion, the naive elf found himself behind enemy lines. Looking to sneak away unnoticed, Aenthurien found himself face to face with a group of cultists. Seeing no way to elude their notice, Aenthurien was reaching for his bow when a woman appeared out of nowhere. He could not fathom where she had come from, but she put a calming hand on his shoulder and told him that it was not the time for fighting. Following the woman’s lead, the two were able to talk their way past the the cultists. Soon after the woman left him near the outskirts on Kenabres, disappearing into a nearby wood. Soon after, a patrol of crusader came by and escorted the rash youth back to the city.

The woman never told Aenthurien her name, but at night, when he closes his eyes, he remembers her beauty, and the deep sadness he sensed about her. He remembers that she carried a bow as one with skill would and she had the symbol of Desna displayed prominently, often clutching it during the route back to Kenabres. Since that night, he has found himself lucky when he is most in need. Bewildered by the what he has encountered so far, the elf is trying to get his bearing and decide how to proceed.